Sidewinder2k's page

28 posts (72 including aliases). No reviews. No lists. No wishlists. 4 aliases.


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It's 20 points for the point buy. Changing tide copy-pasted his original recruitment over from the first thread he made and didn't have the point value in that one originally.

It is 20 point buy!


Hey GM, another quick question:

I've got a different format that I've been using for my character aliases. I just like it a bit more because I spoiler a lot of stuff for easier reading. Would you mind me using that format as opposed to the one you've provided?

Feel free to take a look at any of my aliases, they all use the same format. If you like your own format more than my own then I'll go ahead and use your format for the profile of course!


Well I've finished the crunch for my character, background to follow.

Ondir Stormeye

I'm not set on his alignment just yet. He's lawful evil for the moment because I like the idea of him being like Captain Barbossa in that he upholds "The Pirate Code" so long as it benefits him and his crew, and treats them more like guidelines when not.

He's a flying blade swashbuckler, building towards a sort of switch-hitter build, because the flying blade for the most part just adds the ability to use melee deeds at range with thrown daggers while not taking away the ability to fight in melee. At higher levels he'd probably turn into a sort of front liner/short range bruiser with maybe a bit of tankyness.

As I said, background to come most likely tomorrow after I've had some time to write it up.

GM, I'll transfer his crunch from the mythweavers sheet to your template on an alias after I've got his background and such worked out!


Been doing some thinking regarding a character for this, and have come up with a question for the GM:

1) How do you feel about the undine race? I was thinking he'd be a descendant of a once legendary pirate captain, with the sea running in his veins.

Other than that, I'm currently contemplating a swashbuckler. Maybe using the flying blade archetype, but I'm not yet sold on it. I may just use fencing grace, even though I don't really care for the rapier thematically, but piercing weapons are the way to to if underwater combat happens. Not sure, still thinking.


Definitely rolling up a character for this. I've been wanting to play in skull and shackles for a long time!

Not sure exactly what sort of character I'll build up, and won't have time to do so until tomorrow afternoon, but I've already got background ideas for him.


Here's the crunch for my exploiter wizard submission. Name is still a work in progress maybe, haven't decided yet.

Jarvis Abertan

Background is incoming, I've got an idea where I want to go with him, its just a matter of taking the time to write it out. I'll transfer stuff from mythweaver's sheet to an alias here if he gets selected!


What is the ruling on archetypes? I'm looking at making some kind of wizard, possibly an exploiter, but I haven't decided yet. He'd be the bookish type; a collector or rare knowledge and spell forms, not matter what archetype I may or may not end up using.


Well I suppose I may as well see where the dice fall.

4d6 ⇒ (1, 2, 3, 2) = 8
4d6 ⇒ (4, 1, 6, 1) = 12
4d6 ⇒ (4, 6, 2, 5) = 17
4d6 ⇒ (6, 3, 5, 2) = 16
4d6 ⇒ (3, 6, 6, 5) = 20
4d6 ⇒ (4, 5, 5, 5) = 19

EDIT: Adding some re-rolls since I have some duplicate low dice in there to re-roll.

1d6 ⇒ 5
1d6 ⇒ 4
1d6 ⇒ 6
1d6 ⇒ 2
1d6 ⇒ 4
1d6 ⇒ 6
1d6 ⇒ 4
1d6 ⇒ 5
1d6 ⇒ 4
1d6 ⇒ 2

EDIT the 2nd: By my count that leaves me with stats of: 7, 15, 15, 14, 17, 15. I think I can do something with that, we'll see.


Tentative interest as well, assuming you're still accepting more applications. I've never run through shackled city and have absolutely no idea what would be in store.

Anyone want to give me a quick setting splurge to help with backstory?


Sorry for the delay, had a bit of a busy weekend. I'll read through the gameplay thread and catch up, then throw up a post for my grizzled old ranger.


I'm just fine with getting things moving, granted I need to actually write up Ragnar's background tomorrow.

I've got a horse to carry extra gear for people if needed. Unfortunately I'm an archer, so my strength isn't that high myself, so I'm only carrying the gear I absolutely need myself. The horse helps for carrying stuff that I may not need fast access to at all times though.


Skivven "Pip" wrote:
Is there a trick or free program you use for putting up your character sheet? Or is it a copy paste thing in your alias? I'm fine typing it out, I'd just rather save myself trouble if i can help it.

Mythweavers hosts pathfinder character sheets (as well as nearly anything else), so you could link a sheet there.

I also tend to make an alias and spoiler things on it for easy access. Feel free to take a look at some of my other aliases to see how I mean, once you get the format of it typed out it only takes copy/pasting from the first alias onto the next one.


Well the crunch is done! Down to the last copper piece even.

It appears that I have created, for all intents and purposes: "Daryl Dixon, Winter Style."

His name is a work in progress for the moment of course. :P

Background to follow after some small amount sleep. Also, I'll be putting all his character info into my standard character profile format (check aliases if you'd like to see other examples), just felt like using mythweavers for the crunch, as I find it makes building the character simpler.


I've another question I'm afraid: What are we doing for HPs?

taking this post to rolls for starting monies as well. I saw someone above rolled twice and took higher? I'll do the same, if that's not cool, then I can fiddle with it to use the first, whatever that is.

1: 5d6 ⇒ (3, 6, 4, 3, 3) = 19

2: 5d6 ⇒ (4, 3, 6, 4, 1) = 18

EDIT: First one is better anyhoo!


I think you probably missed my edit to my last post. Fairly sure I posted it right as you were answering it and such.

Mainly I'm just wondering what sort of races you'll allow. Is there a lot of hate for non-human/more monsterous races?

I'm looking at a hobgoblin, because the racials just fit the character I'm thinking of perfectly. If not that, I'll probably just make him human, which would also be fine because FEATS :D


Khriox wrote:
It is unlikely that the party will reach level 7. :)

Good to know.

Assuming that you're comfortable with blending so many archetypes that the base class is nearly unrecognizable, I'll go ahead and start statting up my ranger for this game. Planning to throw together a blend of:

Divine Tracker (Replaces Wild Empathy & Hunter's Bond)
Skirmisher (Replaces Spells)
Wild Hunter (Replaces Favored Enemy, Woodland Stride, & Swift Tracker)

EDIT: What races are available? Assuming since ratfolk are allowed that pretty much anything Paizo is fair game, but feel free to correct me if I'm mistaken. Looking at a hobgoblin or something, not sure.


Here's a question: How would you rule the Wild Hunter ranger archetype interacts with another archetype that gives up the Ranger's "Hunter's Bond" class ability? (Such as taking the Divine Tracker archetype).

By RAW the two archetypes would be compatible, but the 7th level ability of the Wild Hunter is used "on a target appropriate for the ranger's Hunter's Bond." So I'm not sure how that'd work. If you don't see us getting to 7th level, then there's no problem of course; or if you want to just rule that it can be used "on a companion" since blessings can be used on allies?

Up to you at the GM of course, I'm just looking at what archetypes I could blend together to come up with a fun character for this!


Tentatively interested, keeping in mind that I've two other games whose recruitment decisions I'm waiting on over the weekend.

That being said, I enjoy rolling up characters, so I may toss my hat into this as well. The question really becomes one of what I would like to roll up. My first thought is an archer ranger, using the Guide and Skirmisher archetypes, to really get the flavor of "non-magic, northlands wilderness guide" which I would love to run.

However, there seems to already be a pair of wilderness-type people, with a barbarian and hunter already in the running. I may roll up the ranger either way, but perhaps a winter witch would be in order instead? Hmmm...


Game won't be starting until after the weekend of the 14th. GM barrister, who so graciously offered to run the game, has two runs of serpents skull which will be making selections the 13th. He posted further up in the thread that this game won't be started until the selection process for those two games have been completed.

Don't lose hope yet!


TheGodd*mnGM wrote:
Sidewinder that sounds good, but remember they did Errata the Witch's Scarred Witchdoctor archetype to be based off INT not Con anymore.

I'm aware. Barrister is (at least tentatively) allowing the errata to be ignored in his serpent's skull game, for the sake of having a cool character concept without mechanical terribadness, so my hope was that he would allow it for this game as well if I don't get my character into that game.

That being said, you're the one that posted the crunch and made the initial recruitment post. If you'd rather not allow the pre-errata version I can respect that, and I'll bow out with no hard feelings.

I'm still hoping he gets taken for Serpent's Skull in the first place anyway! :P


Dotting to keep an eye on this. I'm waiting on Barrister's Serpent's skull games, and really hoping I get into the gestalt version.

If the character I've got set for serpent's skull doesn't get in though, then perhaps I'll rework his crunch and background as needed and toss him in the running for this game.

He's a Barbarian-Witch, using invulnerable rager and scarred witchdoctor archetypes respectively. Kind of a buff-n-smash type character, and definitely not a party face, so he hopefully doesn't step on too many toes just yet.

I'll be back after serpent's skull selections are made to update!


GM Barrister wrote:
@Sidewinder2k - I'll look into it a bit more when I get home, but I'll tentatively say yes for now. I've seen that discussion, but I don't remember it. Any reason for the change, other than the devs not wanting spellcasting off Con?

As far as I can tell, it was basically just a matter of the devs not wanting spellcasting off of constitution. It was kind of unfortunate they made the change, because the whole "using his pain to fuel his connection with the spirits" is such a cool berserker-shaman theme, especially if you mix it into a barbarian gestalt!


GM Barrister wrote:
I don't remember things in terms of pre- and post-errata, I just go by what I can find. You wanna point me in the direction of the problem, so I can let you know how I feel on it?

Well, the only place I can find the text from the pre-errata version, other than the book on my shelf, is a post on reddit. It pops up as the first result on google if you search "pre errata scarred witch doctor."

Essentially, the change they made was adding the "fierce intelligence" archetype feature in place of the original alteration which made the witch's spells and class features constitution based (note that the +2 higher than actual stat. It would make him a little less MAD, but it would also pretty cool thematically. I was hoping to make him a sort of voodoo berserker, with out of combat utility spells (since rage stops spellcasting anyway). He'd be a half-orc, wearing no armor and often going shirtless, covered in scars and wearing a mask covering the upper half of his face that looks like a stylized spiky skull.

I was thinking he would be an ex-shaman's apprentice or something, that left his tribe because... reasons to be determined... making his way south either to prove himself. That or going south to "appease the spirits" (the spirits inhabiting his fetish mask) or on some sort of shaman training quest/mission from his tribe. I'm not exactly sure on the backstory yet, the character idea would have to be approved first!


May toss my hat in for this game as well, since I find I've got time this week to design characters.

How would you feel about a hobgoblin Barbarian-Alchemist? Flavored as more of a mad alchemist than traditional barbarian, such as his rage coming from some sort of weird implant thingy. That or maybe a Barbarian-Brawler with mutagenic mauler archetype.

He'd end up focusing on being more of a melee tank/beatstick than anything else, though he would have a decent side of skills to go along with it. He'd be able to get really big and scary, really fast!

EDIT: Actually what I'd REALLY like to play is a Barbarian-Scarred Witchdoctor, but the errata kills that plan right dead. So I don't suppose you want to just... I dunno... ignore... that? haha


I like the prompting so far. How would you feel about a sort of Sherlock Holmes type investigator, using the empiricist archetype? Horribly antisocial, and yet carrying on an internal monologue at all times, displaying his vast sociopathic intellect for all beyond the fourth wall to see! Perhaps with a lost love, who perhaps never really understood him, and was lost to the very cults he now sells his talents to hunt down...

For aasimar/tiefling, do you mean we either roll OR pick? Or can I roll and still pick if I like? Going to roll in any case, as I kind of like using the table generated abilities for those races. Better to plan for eventualities than make a second post I always say!

Random Abilities, Just In Case: 3d100 ⇒ (55, 61, 15) = 131


Well I hate to double post, but I need a roll for HP.

Right now I'm looking at a magus, possibly a kensai/bladebound. Race is looking like a tiefling, maybe I'll go with a gnome one or something, to keep with the sort of "small warriors" thing we've got going haha

Magus HP roll: 1d8 ⇒ 1

I'll take half if it rolls below.

EDIT: lol looks like I'm taking half.


I suppose we will see what sort of rolls I can get here.

Str: 10 + 1d6 ⇒ 10 + (4) = 14

Dex: 10 + 2d4 ⇒ 10 + (1, 4) = 15

Con: 10 + 1d6 ⇒ 10 + (2) = 12

Int: 10 + 2d4 ⇒ 10 + (1, 4) = 15

Wis: 14 - 1d6 ⇒ 14 - (4) = 10

Cha: 14 - 1d6 ⇒ 14 - (5) = 9

Or this set, since I guess I get two tries.

Str: 10 + 1d6 ⇒ 10 + (5) = 15

Dex: 10 + 2d4 ⇒ 10 + (2, 2) = 14

Con: 10 + 1d6 ⇒ 10 + (4) = 14

Int: 10 + 2d4 ⇒ 10 + (3, 2) = 15

Wis: 14 - 1d6 ⇒ 14 - (6) = 8

Cha: 14 - 1d6 ⇒ 14 - (1) = 13

Not sure what direction I'll end up going, but in case I end up using aasimar/tiefling:

Variant Race Ability: 3d100 ⇒ (16, 91, 93) = 200

Variant Race Features: 3d100 ⇒ (54, 85, 48) = 187


Interested enough to come out of my "forever-lurking" status.

I've done some PbPs on other forums, but I've never had the opportunity to run through Serpent's Skull. I'll have a look at the AP's player's guide and see what I can come up with as far as a character goes!